Active collision bounds in the BGE?
Ok, I ignored the "no Python" requirement because the absolute simplest way of doing this requires very few lines of code.  Doing it brick-only would be loads of work and very dirty.

Attach this to your animated mesh and run it every frame.  It will update the physics to match the mesh.

import bge

def update(cont):
    own = cont.owner
    own.reinstancePhysicsMesh()

if __name__ == '__main__':
    update(bge.logic.getCurrentController())


Example blend

Of course, being parented to the armature means it wont be affected by gravity.  So you'll need the armature parented to another object for controlling movement.  Make use of Collision Group / Collision Mask to prevent unwanted interference.

EDIT - Example with collision masks